Infantry
Dread Warden
Demolishers
Elite Guards
Halberdier
Warriors
Archers
Crossbowmen
Footmen
Spectral warriors
Disciple
Skirmishers
Rangers
Sharpshooter
Line Breakers
Cavalry
Horsemen
Knights
Grimfang Knights
Light Cavalry
Spectral Riders
Riders
Monsters
Spiders
Armored Drakoth
Drakoth
Drakoth Warrior
Drakoth guard
Artillery
Mangonel
Scorpios
Characters
Adventurer
Dark banner bearer
General
Marshal
Priest
Captain
Great banner bearer
Great shaman
Lieutenant
Shaman
Sorcerer
Taskmaster
Ancient lord
Obsidian Guard
Drakoth War drums
Named Characters
Kaelar
Lorthen
Thalonis
Zelkar
Grakthar
Agramon Overlord
Lord Valtheron
Shadowspire
infantry
| Dread Warden | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6+ | 7 | 8+ | 24 | 5+ | 10 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Short Sword | 4 | -2 | -3 | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelin | 6" | -1 | -2 | 8 | +10 | |||||
|
Heavy Wounds Throwing weapon
|
||||||||||
| Equipment | Armor, Shield, Short Sword | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Kragar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Veteran Shield wall Squad Leader
+27pts Banner bearer
+9.5pts Drummer
+-7.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.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. 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. DrummerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Drum +1M. The rout rolls caused by their attacks and shots have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule. | ||||||||||
| Demolishers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 6+ | 7+ | 24 | 6+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Heavy Two-Handed Axe | 4 | -1 | -5 | 8 | ||||||
| Equipment | Complete plate armor, Heavy Two-Handed Axe | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Heavy Veteran
+2pts Squad Leader
+17pts | |||||||||
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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 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. VeteranThis unit ignores the result of the first rout roll it suffers. | ||||||||||
| Elite Guards | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 7+ | 8+ | 24 | 5+ | 7 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Long Blade | 2 | -4 | -3 | 8 | ||||||
| Equipment | Complete plate armor, Poisoned Long Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Drelkar | |||||||
| Keywords | Rare Elite | |||||||||
| Special rules | Fearsome Bodyguard Steadfast warrior Deadly dance Heavy Squad Leader
+26.5pts | |||||||||
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. 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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.PoisonEach 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 MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. Squad 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. | ||||||||||
| Halberdier | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 6+ | 7+ | 24 | 6+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Halberd | 1 | -1 | -4 | 8 | ||||||
| Poisoned Blade | 3 | -3 | -1 | 8 | ||||||
| Equipment | Complete plate armor, Two-Handed Halberd, Poisoned Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Heavy Veteran
+2pts Banner bearer
+11.5pts Hornblower
+12pts Squad Leader
+17pts | |||||||||
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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. PoisonEach 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 MetalUnits 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. 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. 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. VeteranThis unit ignores the result of the first rout roll it suffers. | ||||||||||
| Warriors | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 6+ | 8 | 9+ | 24 | 6+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Blade | 3 | -3 | -1 | 8 | ||||||
| Spear | 1 | -2 | 8 | +2 | ||||||
|
Wall of Spears
|
||||||||||
| Equipment | Shield, Complete plate armor, Poisoned Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Shield wall Heavy Veteran
+2pts Banner bearer
+12pts Hornblower
+11pts Squad Leader
+17.5pts | |||||||||
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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. PoisonEach 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 MetalUnits 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. 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. 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. 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. VeteranThis unit ignores the result of the first rout roll it suffers. | ||||||||||
| Archers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 4 | 5+ | 6+ | 24 | 8 | 6+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Bow | 24" | -2 | - | 8 | ||||||
| Equipment | Heavy armor, Blade, Bow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Hunter Squad Leader
+12.5pts | |||||||||
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 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. | ||||||||||
| Crossbowmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 4 | 5+ | 6+ | 24 | 8 | 6+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Crossbow | 24" | -3 | 4 | |||||||
| Equipment | Heavy armor, Blade, Heavy Crossbow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Ranked Fire Squad Leader
+12pts | |||||||||
Ranked FireIf 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 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. 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. | ||||||||||
| Footmen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 4 | 5+ | 7 | 8+ | 24 | 8 | 6+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 8 | ||||||
| Halberd | 1 | - | -2 | -3 | 8 | +3.5 | |||||
|
Wall of Spears
|
||||||||||
| Axe | 3 | - | -2 | -3 | 8 | -0.5 | |||||
| Equipment | Heavy armor, Shield, Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Shield wall Squad Leader
+10.5pts Banner bearer
+5.5pts Drummer
+0.5pts | |||||||||
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. 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. 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. DrummerAdd a character to the squad with the same profile as a soldier in the squad.This character must be deployed in a squad that has this profile. And may take any available (non-staff) options for free, and his options can differ from those of the squad. He gives these temporary bonus to his squad: Drum +1M. The rout rolls caused by their attacks and shots have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do stack with this one. If your unit has one of these rules, add it the effect of this rule. | ||||||||||
| Spectral warriors | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 5 | 6+ | 7 | 8+ | 16 | 3+ 6+ | 31 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Enchanted Blade | 3 | -3 | -1 | 8 | ||||||
| Poisoned Dagger | 5 | -1 | -2 | 8 | ||||||
| Equipment | Shield, Complete plate armor, Enchanted Blade, Poisoned Dagger | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Wraith | |||||||
| Keywords | Undead Elite | |||||||||
| Special rules | Scary Devastator Wraith Shield wall Heavy Banner bearer
+7.5pts Hornblower
+7.5pts Squad Leader
+37pts | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. PoisonEach 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 MetalUnits 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. 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. 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. | ||||||||||
| Disciple | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 24 | 9+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | - | 8 | ||||||
| Two-Handed Spear | 1 | -1 | -2 | 8 | +5.5 | |||||
|
Wall of Spears
|
||||||||||
| Equipment | Armor, Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x16 Models | ||||||||
| Category | Infantryman | Species | Human | |||||||
| Special rules | Fanatic Reckless Eternal hate Bloodlust | |||||||||
FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.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. Eternal hateThey 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. BloodlustAdd +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. 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. | ||||||||||
skirmishers
| Rangers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 4+ | 24 | 5+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Long Blade | 2 | -4 | -2 | 8 | ||||||
| Poisoned Dagger | 5 | -2 | 8 | |||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Long bow | 30" | -3 | -1 | 8 | ||||||
| Throwing daggers | 6" | -2 | -1 | 8 | ||||||
| Equipment | Light armor, Poisoned Long Blade, Poisoned Dagger, Long bow, Throwing daggers | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Furtive Hunter Forester Mountaineer Scout
+18pts Ambusher
+9.5pts Squad Leader
+48pts | |||||||||
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. 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 PoisonEach 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 MetalUnits 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. 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. DevastatorThe 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 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. Scout+4Scp per Scout entity.For exemple a Scout squad with 2 groups and a Squad Leader generate +12Scp 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. | ||||||||||
| Sharpshooter | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 7+ | 7+ | 24 | 6+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Blade | 3 | -3 | -1 | 8 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Heavy Crossbow | 24" | -3 | 4 | |||||||
| Equipment | Complete plate armor, Poisoned Blade, Heavy Crossbow | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Marksmanship Sniper Heavy Veteran
+2pts Squad Leader
+18pts | |||||||||
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. MarksmanshipThey can reroll failed shooting attack rolls.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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. PoisonEach 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 MetalUnits 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. 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. 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. VeteranThis unit ignores the result of the first rout roll it suffers. | ||||||||||
| Line Breakers | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 5" | 4 | 6+ | 6+ | 24 | 8 | 6+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| x2 Blade | 3 | -2 | -0 | -1 | 12 | ||||||
| Equipment | Heavy armor, x2 Blade | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x8 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Special rules | Parry Ambusher
+12pts Squad Leader
+11pts | |||||||||
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. | ||||||||||
cavalry
| Horsemen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 5 | 6+ | 6 | 7+ | 24 | 6+ | 7 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Spear (mounted) | 2 | -2 | -2 | -4 | 3 | ||||||
| Poisoned Blade | 3 | -3 | -1 | -2 | 3 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 6 | ||||||
| Equipment | Shield, Complete plate armor, Caparisoned war horse , Poisoned Spear (mounted), Poisoned Blade, Hooves | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Rider | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Veteran Heavy Push Banner bearer
+17pts Hornblower
+27.5pts Squad Leader
+36.5pts | |||||||||
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. VeteranThis unit ignores the result of the first rout roll it suffers.HeavySlowdowns due to terrain zones are increased by 1 for this unit.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.PoisonEach 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 MetalUnits 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. 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. 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. 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. | ||||||||||
| Horsemen dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 6+ | 8 | 9+ | 9 | 5+ | 7 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Spear | 1 | -2 | 3 | |||||||
| Poisoned Blade | 3 | -3 | -1 | 3 | ||||||
| Equipment | Shield, Complete plate armor, Poisoned Spear, Poisoned Blade | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| 100mm (4'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Infantryman | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Veteran Heavy Banner bearer
+7pts Hornblower
+7pts Squad Leader
+12.5pts | |||||||||
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. VeteranThis unit ignores the result of the first rout roll it suffers.HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. PoisonEach 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 MetalUnits 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. 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. 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. 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. | ||||||||||
| Knights | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 5 | 6+ | 6 | 7+ | 24 | 5+ | 9 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Spear (mounted) | 2 | -3 | -3 | -5 | 6 | ||||||
| Poisoned Blade | 3 | -4 | -2 | -3 | 6 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 6 | ||||||
| Equipment | Shield, Complete plate armor, Caparisoned war horse , Poisoned Spear (mounted), Poisoned Blade, Hooves | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Rider | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Steadfast warrior Heavy Push Banner bearer
+23pts Hornblower
+40.5pts Squad Leader
+65pts | |||||||||
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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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.PoisonEach 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 MetalUnits 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. 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. 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. 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. | ||||||||||
| Knights dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 7+ | 9 | 10+ | 9 | 4+ | 9 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Spear | 1 | -3 | 6 | |||||||
| Poisoned Blade | 3 | -4 | -2 | 6 | ||||||
| Equipment | Shield, Complete plate armor, Poisoned Spear, Poisoned Blade | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| 100mm (4'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Infantryman | Species | Drelkar | |||||||
| Keywords | Elite | |||||||||
| Special rules | Fearsome Steadfast warrior Heavy Banner bearer
+13.5pts Hornblower
+17pts Squad Leader
+30pts | |||||||||
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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. PoisonEach 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 MetalUnits 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. 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. 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. 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. | ||||||||||
| Grimfang Knights | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 8" | 5+ | 5 | 6+ | 24 | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -1 | -1 | -4 | 3 | ||||||
| Blade | 3 | -2 | -0 | -2 | 3 | ||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 6 | ||||||
| Grimfang - Fangs | 6 | -2 | -3 | 3 | ||||||
| Equipment | Armor, Shield, Grimfang, Blade, Spear (mounted), Claws, Fangs | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Rider Monster | Species | Orc | |||||||
| Special rules | Tumultuous charge Scary Banner bearer
+12pts Hornblower
+18.5pts Squad Leader
+29pts | |||||||||
Tumultuous chargeRout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Melee 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.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount 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. 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. 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. | ||||||||||
| Grimfang Knights dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 6 | 7+ | 9 | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -1 | -1 | -2 | 3 | ||||||
| Blade | 3 | -2 | -0 | -1 | 3 | ||||||
| Equipment | Armor, Shield, Blade, Spear | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| 100mm (4'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Infantryman | Species | Orc | |||||||
| Special rules | Tumultuous charge Banner bearer
+3.5pts Hornblower
+3pts Squad Leader
+7.5pts | |||||||||
Tumultuous chargeRout rolls caused by their melee attacks receive a -1d3B bonus when this unit charges.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. 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. 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. | ||||||||||
light cavalry
| Spectral Riders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 10" | 8 | 10+ | 3+ | 18 | 3+ | 32 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Magical Long Blade | 2 | -4 | -2 | -3 | 6 | ||||||
| Spectral horse - Hooves | 3 | - | -1 | -3 | 6 | ||||||
| Poisoned Dagger | 5 | -2 | 6 | |||||||
| Equipment | Complete plate armor, Spectral horse, Magical Long Blade, Poisoned Dagger, Hooves | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| Category | Rider Skirmisher | Species | Wraith | |||||||
| Keywords | Undead Elite | |||||||||
| Special rules | Devastator Wraith Steadfast warrior Heavy Terror Banner bearer
+51pts Hornblower
+51pts Squad Leader
+108.5pts | |||||||||
DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. 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. 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. PoisonEach 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 MetalUnits 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. 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. 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. 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. | ||||||||||
| Spectral Riders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 5 | 7+ | 6+ | 6 | 3+ 5+ | 32 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Magical Long Blade | 2 | -4 | -2 | 6 | ||||||
| Poisoned Dagger | 5 | -2 | 6 | |||||||
| Equipment | Complete plate armor, Magical Long Blade, Poisoned Dagger | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Wraith | |||||||
| Keywords | Undead Elite | |||||||||
| Special rules | Scary Devastator Wraith Steadfast warrior Heavy Banner bearer
+13.5pts Hornblower
+13.5pts Squad Leader
+33.5pts | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 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. PoisonEach 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 MetalUnits 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. 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. 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. | ||||||||||
| Riders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 9" | 5 | 6+ | 4 | 5+ | 24 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Long Blade | 2 | -2 | -1 | -2 | 3 | ||||||
| Horse - Hooves | 3 | - | -1 | -3 | 6 | ||||||
| Spear (mounted) | 2 | -1 | -1 | -3 | 3 | +1 | |||||
|
Anti cavalry
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 12" | -1 | 3 | |||||||
| Equipment | Armor, Shield, Horse, Long Blade, Hooves, Javelins | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| Category | Rider Skirmisher | Species | Human | |||||||
| Special rules | Rage Squad Leader
+29.5pts | |||||||||
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. 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. | ||||||||||
| Riders dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5 | 6+ | 6 | 7+ | 9 | 7+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Long Blade | 2 | -2 | -1 | 3 | ||||||
| Spear | 1 | -1 | 3 | +0.5 | ||||||
|
Wall of Spears
|
||||||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Javelins | 12" | -1 | 3 | |||||||
| Equipment | Armor, Shield, Long Blade, Javelins | |||||||||
| Base | 70mm (2.75'') Round tray | 1 Group | x3 Models | Model bases 25mm | ||||||
| Category | Infantryman Skirmisher | Species | Human | |||||||
| Special rules | Rage Squad Leader
+10.5pts | |||||||||
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. 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. | ||||||||||
monsters
| Spiders | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 8" | 5+ | 9 | 5 | 9+ | |||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Claws | 4 | -2 | -1 | -2 | 6 | ||||||
| Poisoned Fangs | 6 | -2 | 3 | |||||||
| Equipment | Hard skin, Poisoned Claws, Poisoned Fangs | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x3 Models | Model bases 40mm | ||||||
| 140mm (5.5'') Round tray | 2 Groups | x6 Models | ||||||||
| Category | Monster | Species | Spider | |||||||
| Special rules | Scary Fierce charge Light Forester Squad Leader
+14pts | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Fierce chargeWhen charging, this unit adds its M to its charge movement instead of the +2M bonus. Additionally, it doubles its melee weapon's A.LightSlowdowns due to terrain zones are reduced by 1 for this unit.DevastatorThe 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.PoisonEach 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 MetalUnits 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. 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. | ||||||||||
| Armored Drakoth | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 4+ | 11 | 12+ | 24 | 9 | 6+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Mace - Sweep | 3 | -2 | 4 | |||||||
| Great Mace | 3 | - | -8 | 4 | ||||||
| Great Claws | 3 | -2 | -5 | 4 | ||||||
| Great Spear | 0 | -1 | -6 | 4 | -10.5 | |||||
|
Wall of Spears 1D6 Wounds
|
||||||||||
| Great Cleaver | 2 | -1 | -6 | 4 | -19 | |||||
|
1D6 Wounds
|
||||||||||
| Equipment | Armor, Shield, Great Mace, Great Claws | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| 140mm (5.5'') Round tray | 2 Groups | x2 Models | Model bases 64mm | |||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Regeneration | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.DevastatorThe 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.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. | ||||||||||
| Drakoth | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 4+ | 9+ | 24 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -5 | 4 | ||||||
| Heavy Great Two-Handed Mace | 4 | - | -10 | 4 | ||||||
| Heavy Great Two-Handed Mace - Sweep | 4 | -2 | -4 | 4 | ||||||
| Great Mace | 3 | - | -8 | 4 | -29 | |||||
|
1D6 Wounds
|
||||||||||
| Equipment | Light armor, Great Claws, Heavy Great Two-Handed Mace | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| 140mm (5.5'') Round tray | 2 Groups | x2 Models | Model bases 64mm | |||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Regeneration | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.DevastatorThe 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.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.1D10 WoundsMultiply each wound inflicted by this weapon by the result of a 1D10. | ||||||||||
| Drakoth Warrior | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 4+ | 10+ | 24 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Long Blade | 1 | -2 | -6 | 4 | ||||||
| Great Claws | 3 | -2 | -5 | 2 | ||||||
| Equipment | Armor, Great Long Blade, Great Claws | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| 140mm (5.5'') Round tray | 2 Groups | x2 Models | Model bases 64mm | |||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Regeneration Sweep?? | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.Sweep??Before each attack, you can modify the weapon's profile, thereby doubling your A, but the target gets +3T against this attack.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount 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. | ||||||||||
| Drakoth guard | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 4 | 5+ | 13+ | 24 | 6+ | 10 | 7+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Two-Handed Halberd - Sweep | 0 | -3 | 4 | |||||||
| Great Two-Handed Halberd | 0 | -1 | -9 | 4 | ||||||
| x2 Great Cleaver | 2 | -2 | -7 | 6 | -13.5 | |||||
|
1D6 Wounds
|
||||||||||
| Equipment | Complete plate armor, Great Two-Handed Halberd | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| 140mm (5.5'') Round tray | 2 Groups | x2 Models | Model bases 64mm | |||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Elite | |||||||||
| Special rules | Scary Regeneration Heavy | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6. | ||||||||||
artillery
| Mangonel | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 2" | 5+ | 5 | 8+ | 9 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| One-handed Weapon | 3 | -1 | -1 | -2 | 3 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mangonel - Rocks | 36" | - | -12 | 0.5 | ||||||
| Mangonel - Fire Balls | 24" | - | -1 | 8 | ||||||
| Equipment | Armor, Pavois, One-handed Weapon, Mangonel - Rocks, Mangonel - Fire Balls | |||||||||
| Base | 95x120mm Oval | Individual model | ||||||||
| Category | Artillery | Species | Orc | |||||||
| 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 | ||||
| 2" | 5+ | 5 | 8+ | 12 | 7 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| One-handed Weapon | 3 | -1 | -1 | -2 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Scorpio - Arrows | 30" | -2 | -4 | 2 | ||||||
| Equipment | Armor, Pavois, One-handed Weapon, Scorpio - Arrows | |||||||||
| Base | 100mm (4'') Round tray | 1 Group | x2 Models | Model bases 50mm | ||||||
| Category | Artillery | Species | Orc | |||||||
| Special rules | ||||||||||
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
| Adventurer on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 6 | 7+ | 12 | 5+ 6+ | 7 | 10+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Blade | 3 | -4 | -2 | -3 | 3 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Poisoned Dagger | 5 | -2 | -3 | 3 | ||||||
| Poisoned Long Blade | 2 | -4 | -3 | -4 | 3 | +2 | |||||
|
Poison
|
||||||||||
| Equipment | Armor, Shield, Caparisoned war horse , Poisoned Blade, Poisoned Dagger, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Elite | |||||||||
| Special rules | Fearsome Soldiers of Fortune Push Adventurer Inspiration | |||||||||
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. 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. 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. 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. PoisonEach 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 MetalUnits 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount 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. | ||||||||||
| Adventurer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 8 | 9+ | 7 | 8+ | 4 | 4+ 6+ | 7 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Blade | 3 | -4 | -2 | 3 | ||||||
| Poisoned Dagger | 5 | -2 | -3 | 3 | ||||||
| Poisoned Long Blade | 2 | -4 | -3 | 3 | +1 | |||||
|
Poison
|
||||||||||
| Equipment | Armor, Shield, Poisoned Blade, Poisoned Dagger | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Elite | |||||||||
| Special rules | Fearsome Soldiers of Fortune Adventurer Inspiration | |||||||||
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. 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. 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. PoisonEach 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 MetalUnits 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. DevastatorThe 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. | ||||||||||
| Dark banner bearer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 7 | 9+ | 8+ | 4 | 5+ 6+ | 9 | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Poisoned Long Blade | 2 | -3 | -2 | 1 | ||||||
| Equipment | Complete plate armor, Poisoned Long Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Elite Rare | |||||||||
| Special rules | Fearsome Steadfast warrior Heavy Great banner Symbol | |||||||||
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. 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. 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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.HeavySlowdowns due to terrain zones are increased by 1 for this unit.PoisonEach 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 MetalUnits 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. | ||||||||||
| General on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 6 | 8+ | 6+ | 12 | 5+ 6+ | 10 | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Poisoned Long Blade | 2 | -6 | -4 | -5 | 4 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Mastercrafted Enchanted Long Blade | 2 | -6 | -4 | -5 | 4 | +0.5 | |||||
|
Enchanted
|
||||||||||
| Equipment | Complete plate armor, Caparisoned war horse , Mastercrafted Poisoned Long Blade, Hooves | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Fearsome Magical Steadfast warrior Heavy Push General Instructor Authority Reform the Ranks | |||||||||
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. 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.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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. PoisonEach 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 MetalUnits 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. 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. 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. | ||||||||||
| General | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 7 | 9+ | 8+ | 4 | 4+ 6+ | 10 | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Poisoned Long Blade | 2 | -6 | -4 | 4 | ||||||
| Mastercrafted Enchanted Long Blade | 2 | -6 | -4 | 4 | +0.5 | |||||
|
Enchanted
|
||||||||||
| Equipment | Complete plate armor, Mastercrafted Poisoned Long Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Elite Leader | |||||||||
| Special rules | Fearsome Magical Steadfast warrior Heavy General Instructor Authority Reform the Ranks | |||||||||
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. 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.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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.PoisonEach 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 MetalUnits 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. 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. | ||||||||||
| Marshal | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 5" | 7 | 9+ | 8+ | 4 | 5+ 6+ | 7 | 9+ | ||||||||
| Pts | |||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Magical Long Blade | 2 | -4 | -3 | 1 | |||||||||
| Ranged weapons | Rg | P | S | A | |||||||||
| Black magic | 12" | -2 | -5 | 1 | |||||||||
| Equipment | Complete plate armor, Mastercrafted Magical Long Blade, Black magic | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | ||||||||||
| Keywords | Character Elite | ||||||||||||
| Special rules | Fearsome Steadfast warrior Heavy Strategist Tactician Curse Counter attack | ||||||||||||
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. StrategistBefore 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 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. 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 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. Grant this special rule to an allied squad during the deployment. TacticianDuring the Movement Phase, when the character is activated, you can:
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. 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. CurseTarget an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+. A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3. | |||||||||||||
| Priest | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 7 | 9+ | 8+ | 4 | 5+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Enchanted Staff | 2 | -2 | -1 | 1 | ||||||
| Poisoned Dagger | 5 | -1 | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 12" | -2 | -5 | 1 | ||||||
| Equipment | Complete plate armor, Two-Handed Enchanted Staff, Poisoned Dagger, Black magic | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Elite | |||||||||
| Special rules | Fearsome Heavy Sorcery Blessing First aid Hate preacher | |||||||||
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. BlessingBefore 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. First aidWhen activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''.Hate preacherGrants the following temporary bonus to his squad.Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. SorceryOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Shroud of mist Grants a temporary bonus of +1G to his squad. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Immobilization Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+. A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+. Inflict -1 to the skill roll if the target benefit from reductions to M penalties. Occult hand Unit target's defense reduced by -1. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 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. DevastatorThe 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.PoisonEach 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 MetalUnits 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. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.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. | ||||||||||
| Captain | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 8+ | 8 | 9+ | 4 | 5+ 6+ | 12 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -3 | -1 | -2 | 3 | ||||||
| Axe | 3 | -1 | -3 | -4 | 3 | +1.5 | |||||
| Cleaver | 3 | -2 | -2 | -3 | 3 | -1 | |||||
| Equipment | Heavy armor, Shield, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Officer Authority No mercy | |||||||||
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.No mercyGrants the following temporary bonus to his squad.Fearsome Rout rolls caused by their melee attacks have a -1B bonus. Units that benefit from this rule are immune to its effects. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Melee 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 | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 6 | 8+ | 7+ | 4 | 5+ | 11 | 9+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Blade | 3 | -2 | -0 | -1 | 1 | ||||||
| Equipment | Heavy armor, Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Veteran Great banner | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.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. | ||||||||||
| Great shaman | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 5+ | 4 | 6+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Poisoned Spear | 1 | -1 | -2 | -3 | 2 | ||||||
| Equipment | Light armor, Two-Handed Poisoned Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Rare | |||||||||
| Special rules | Curse Poisoning Poisonous decoction Painkiller Mystic Healer | |||||||||
CurseTarget an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+. A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+. Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead MetalUnits 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. PainkillerBefore the deployment, designate 1 squad and grant it +2T.At the beginning of each round, roll 1d6. On a result of 1, this bonus is lost for the rest of the battle. MysticGrants a temporary bonus of +2S to the melee weapons and throwing weapons of his squad.HealerWhen activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.Only hidden characters can use this special rule. First aid When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''. Alternatively you can use this special rule instead. PoisoningBefore deployment begins, remove 1d3T from opposing units of your choice, with a total less than 150Pts.Dead MetalUnits with the keywords Electronic, or the special rules Unliving or Armored do not suffer the effects of this rule. 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. PoisonEach 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 MetalUnits with the keywords Electronic, or the special rules Unliving or Armored, they do not suffer the effects of this rule, on the contrary they gain +2T against attacks from this weapon. | ||||||||||
| Lieutenant on grimfang | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 6 | 8+ | 6 | 7+ | 12 | 6+ | 10 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear (mounted) | 2 | -2 | -1 | -4 | 2 | ||||||
| Blade | 3 | -3 | -0 | -2 | 2 | ||||||
| Grimfang - Claws | 4 | -2 | -2 | -3 | 2 | ||||||
| Grimfang - Fangs | 6 | -2 | -3 | 1 | ||||||
| Equipment | Heavy armor, Shield, Grimfang, Blade, Spear (mounted), Claws, Fangs | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Monster Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Patriot Scary 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. ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. Melee 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.DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount 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. | ||||||||||
| Lieutenant | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 7+ | 7 | 8+ | 4 | 6+ | 10 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Spear | 1 | -2 | -1 | -2 | 2 | ||||||
| Blade | 3 | -3 | -0 | -1 | 2 | ||||||
| Equipment | Heavy armor, Shield, Blade, Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| 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. | ||||||||||
| Shaman | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 8+ | 5+ | 4 | 6+ | 7 | 5+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Poisoned Spear | 1 | -1 | -2 | -3 | 1 | ||||||
| Equipment | Light armor, Two-Handed Poisoned Spear | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character | |||||||||
| Special rules | Poisonous decoction Speach Healer | |||||||||
Poisonous decoctionBefore the deployment, designate 1 squad and grant it this bonus:Poison Each time you inflict wounds with this weapon, and after all eventual saves, on a 5+, inflict 1 additional wounds (which cannot be undone by a save). Additional wounds can cause more wounds. Dead MetalUnits 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. SpeachBefore the deployment, designate 1d3 squads and grant them this bonus.Motivated When this unit attacks in melee or shoots, it may reroll attack rolls with a natural result of 1. HealerWhen activated during the Tactical phase, once per round, he can restore 2 lost W to his squad if no ennemy unit is within 1''.Only hidden characters can use this special rule. First aid When activated during the Tactical phase, once per round, he can restore 1 lost W to his squad if no ennemy unit is within 1''. Alternatively you can use this special rule instead. Wall of 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. PoisonEach 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 MetalUnits 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. | ||||||||||
| Sorcerer | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 7+ | 4+ | 4 | 6+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Two-Handed Enchanted Staff | 2 | -1 | -0 | -1 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 12" | -1 | 4 | |||||||
| Equipment | Light armor, Two-Handed Enchanted Staff, Magical strike | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character | |||||||||
| Special rules | Sorcery | |||||||||
SorceryOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Shroud of mist Grants a temporary bonus of +1G to his squad. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Immobilization Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+. A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+. Inflict -1 to the skill roll if the target benefit from reductions to M penalties. Occult hand Unit target's defense reduced by -1. 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. 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. | ||||||||||
| Taskmaster | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 5 | 7+ | 7+ | 4 | 5+ | 8 | 6+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mace | 4 | - | -4 | -5 | 3 | ||||||
| Whip | 1 | -1 | -0 | -1 | 2 | +1 | |||||
|
Mount Attacks
|
||||||||||
| Equipment | Heavy armor, Mace | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Leader | |||||||||
| Special rules | Veteran Taskmaster Summary execution Horde leader Beastmaster
+7pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.TaskmasterOnce 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 executionOnce per battle, just before the character's squad would be removed from the game due to a rout roll, add a permanent +2B bonus to the unit and inflict one wound per group.If the B bonus is sufficient to pass the rout roll, do not remove the squad from the game. Horde leaderFrom round 1, at the start of each round, and when deployed on the battlefield, this unit generates 1d2x5 Horde pts. This pool of points increases at the start of each round.At the start of each Tactical phase, the player may spend Horde pts from this pool to recruit units with the Horde special rule. These units can be immediately deployed following their normal deployment rules. If no units in your army with this special rule remain on the battlefield, all your Horde pts are lost. Units recruited under this rule do not count towards the army's total pts and their destruction does not award any Vp. Mount 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. BeastmasterBefore the deployment, designate 1 Monster unit and grant it +1T.This character can join an monster unit like a squad even if it's not a squad. Even if the unit is not a squad, the character may still grant it the bonuses that apply to squads. | ||||||||||
| Ancient lord | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 8+ | 6+ | 4 | 2+ | 34 | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Poisoned Long Blade | 2 | -5 | -3 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Magical strike | 12" | -3 | -1 | 4 | ||||||
| Equipment | Complete plate armor, Mastercrafted Poisoned Long Blade, Magical strike | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Wraith | |||||||
| Keywords | Character Elite Undead Leader | |||||||||
| Special rules | Scary Devastator Wraith Heavy General Instructor Authority Reform the Ranks | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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.HeavySlowdowns due to terrain zones are increased by 1 for this unit.PoisonEach 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 MetalUnits 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. 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. | ||||||||||
| Obsidian Guard | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 8+ | 7+ | 4 | 2+ | 35 | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Poisoned Long Blade | 2 | -4 | 4 | |||||||
| Equipment | Complete plate armor, Mastercrafted Poisoned Long Blade | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Wraith | |||||||
| Keywords | Character Undead Elite Rare | |||||||||
| Special rules | Scary Devastator Wraith Fury Fanatic Heroic Fate Reckless Urban warfare Heavy Adventurer | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. FuryThey can reroll failed melee attack rolls.FanaticThe A values of this unit's weapons are not halved, when this unit is Destabilized or Destroyed.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. 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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.PoisonEach 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 MetalUnits 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. | ||||||||||
| Drakoth War drums | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | B | Pts | Qt | ||||
| 6" | 5+ | 8+ | 32 | 8 | 5+ | ||||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Great Claws | 3 | -2 | -5 | 2 | ||||||
| Equipment | Skin, Great Claws | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Drakoth | |||||||
| Keywords | Character Elite | |||||||||
| Special rules | Scary Regeneration War drums | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.War drumsGrants the following temporary bonus to up to the 9 eligible closest squads within 24''.Drum +1M. DevastatorThe 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.1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6. | ||||||||||
named characters
| Kaelar | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Kaelar the Betrayer – A notorious Drelkar adventurer and assassin, Kaelar serves none but himself. Selling his blades and sorcery to the highest bidder, even Agramon employs him when delicate tasks arise. Treachery clings to his name, for his only true loyalty is to gold and survival, not the Dark Lord’s cause. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 9 | 10+ | 5+ | 4 | 3+ 5+ | 6 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Magical Long Blade | 2 | -6 | -3 | 4 | ||||||
| Poisoned Dagger | 5 | -4 | -3 | 4 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Poisoned Throwing daggers | 6" | -5 | -2 | 2 | ||||||
| Long bow | 30" | -5 | -1 | 2 | ||||||
| Equipment | Light armor, Magical Long Blade, Poisoned Dagger, Poisoned Throwing daggers, Long bow | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Elite Named Leader | |||||||||
| Special rules | Fearsome Heroic Fate Furtive Hunter Forester Mountaineer Resilience Adventurer Inspiration Charisma Ambusher
+19.5pts Scout
+18pts | |||||||||
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. 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. 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. 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 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. 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. 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. DevastatorThe 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.PoisonEach 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 MetalUnits 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. 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. 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 | ||||||||||
| Lorthen | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The High Priest – Advisor and spiritual guide within Shadowspire, Lorthen cloaks his true purpose behind feigned devotion. He studies the dark forces binding the Drelkar, seeking forbidden knowledge to free them from Agramon’s curse. His whispered rites and secret alliance with Thalonis make him a hidden threat to the Dark Forgemaster’s dominion. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 8 | 9+ | 5+ | 4 | 5+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Enchanted Staff | 2 | -2 | - | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Black magic | 18" | -3 | -6 | 1 | ||||||
| Equipment | Light armor, Enchanted Staff, Mastercrafted Black magic | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Elite Named | |||||||||
| Special rules | Fearsome Resilience Sorcery Shadow sorcery Mystical protection Epic speach Symbol | |||||||||
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. Mystical protectionBefore 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. 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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.SorceryOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Shroud of mist Grants a temporary bonus of +1G to his squad. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Immobilization Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+. A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+. Inflict -1 to the skill roll if the target benefit from reductions to M penalties. Occult hand Unit target's defense reduced by -1. Shadow sorceryOnce 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:Veil of Shadows +2G or +1G to all allied and eligible squads inside one visible cover Walk in Shadows Move up to The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or react during this round.Spectral Scythe Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds. 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. 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. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.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. Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. | ||||||||||
| Thalonis | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| The Silent – Shadowspire’s master strategist, Thalonis has won countless campaigns for Agramon, yet behind his calm gaze burns hatred and ambition. Patient, calculating, he plots the downfall of his master, weaving rebellion in silence. To his foes he is terror; to Agramon, the deadliest danger lies at his very side. | |||||||||||||
| M | G | T | W | Sv | B | Pts | Qt | ||||||
| 6" | 7 | 8+ | 4+ | 4 | 5+ 6+ | 7 | 9+ | ||||||||
| Pts | |||||||||||||
| Armors | M | G | T | W | |||||||||
| Complete plate armor | 5" | 6 | 8+ | 8+ | - | -2 | ||||||||
|
Heavy
|
|||||||||||||
| Melee weapons | Rk | P | S | A | |||||||||
| Mastercrafted Enchanted Poisoned Long Blade | 2 | -5 | -3 | 2 | |||||||||
| Poisoned Dagger | 5 | -2 | 1 | ||||||||||
| Equipment | Light armor, Mastercrafted Enchanted Poisoned Long Blade, Poisoned Dagger | ||||||||||||
| Base | 25mm Round | Individual model | |||||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | ||||||||||
| Keywords | Character Named Leader | ||||||||||||
| Special rules | Fearsome Resilience Strategist Tactician Logistician Kagemusha Counter attack Timely reinforcement Corruption
+75.5pts | ||||||||||||
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. StrategistBefore 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 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. 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 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. Grant this special rule to an allied squad during the deployment. TacticianDuring the Movement Phase, when the character is activated, you can:
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. KagemushaEach 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. 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. 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. 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. 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. PoisonEach 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 MetalUnits 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. 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. DevastatorThe target of this weapon cannot benefit from any G bonus and Cover-related Defense bonus, if the target is within 6'' and inside a Cover.Mount 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. | |||||||||||||
| Zelkar on horseback | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Herald of Agramon – Encased in rune-carved armor, face sealed behind an iron mask, Zelkar is the voice and enforcer of Agramon. Wielding the Staff of Unbound Shadows, he projects dread across kingdoms, summoning spectral hosts at will. Loyal yet tormented, he dreams of transcending his cursed form even as he spreads the Dark Lord’s will. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 6 | 8+ | 6+ | 12 | 6+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Magical Long Blade | 2 | -4 | -3 | -4 | 1 | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Poisoned Dagger | 5 | -1 | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 12" | -2 | -5 | 1 | ||||||
| Equipment | Complete plate armor, Caparisoned war horse , Mastercrafted Magical Long Blade, Poisoned Dagger, Hooves, Black magic | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Terror Heavy Push Resilience Logistician Curse Resupply Summon Scary
+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. TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. CurseTarget an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+. A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 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. 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. DevastatorThe 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.PoisonEach 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 MetalUnits 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. 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. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. | ||||||||||
| Zelkar | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 7 | 9+ | 8+ | 4 | 5+ | 6 | 8+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Magical Long Blade | 2 | -4 | -3 | 1 | ||||||
| Poisoned Dagger | 5 | -1 | -2 | 1 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 12" | -2 | -5 | 1 | ||||||
| Equipment | Complete plate armor, Mastercrafted Magical Long Blade, Poisoned Dagger, Black magic | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Drelkar | |||||||
| Keywords | Character Named | |||||||||
| Special rules | Terror Heavy Resilience Logistician Curse Resupply Summon Scary
+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. TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. CurseTarget an enemy unit (of any category) of less than 101pts that has just been deployed. Until the end of the battle, attack rolls with a result of 1 against this unit can be rerolled.A unit of more than 100 points and less than 201 points can be targeted with a skill roll of 4+. A unit of more than 200 points and less than 301 points can be targeted with a skill roll of 5+. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 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. 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. DevastatorThe 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.PoisonEach 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 MetalUnits 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. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3.Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary weapon option is permitted. ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. | ||||||||||
| Grakthar | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Ironfist – The mightiest of Shadowspire’s orcs, Grakthar is Agramon’s brutal enforcer. His warhammer, crackling with dark sorcery, has crushed rebellion after rebellion. He delights in bloodshed and punishment, serving loyally while secretly hungering for greater power, ever scheming in the shadows of the tower he protects. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 5" | 7 | 9+ | 9 | 10+ | 4 | 3+ | 14 | 12+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Enchanted Warhammer - Sweep | 3 | -5 | -1 | -2 | 4 | ||||||
| Mastercrafted Enchanted Warhammer | 3 | -3 | -7 | -8 | 4 | ||||||
| Equipment | Heavy armor, Shield, Mastercrafted Enchanted Warhammer | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Orc | |||||||
| Keywords | Character Named Elite Leader | |||||||||
| Special rules | Veteran Choleric Patriot Resilience Officer Instructor Charisma Vehemence Summary execution
+5.5pts | |||||||||
VeteranThis unit ignores the result of the first rout roll it suffers.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. 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. PatriotRout rolls made against this unit to put it to flight can never use more than 2d6, regardless of its situation or condition.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. 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. Summary executionOnce 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. | ||||||||||
| Agramon Overlord | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Dark Forgemaster – Immortal tyrant of Shadowspire, Agramon forged his dominion in black iron and sorcery. Once mortal, he transcended death, becoming a being of shadow and dread. Paranoid yet unyielding, he rules through fear, necromancy, and betrayal, his endless hunger for dominion shackling even his closest servants to despair. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 8" | 6 | 8+ | 5+ | 12 | 3+ | 34 | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Caparisoned war horse - Hooves | 3 | - | -2 | -4 | 2 | ||||||
| Magical Flail | 4 | -5 | -2 | -3 | 5 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Super Heavy Black magic | 24" | -6 | -8 | 1 | ||||||
| Equipment | Complete plate armor, Caparisoned war horse , Magical Flail, Hooves, Mastercrafted Super Heavy Black magic, Mastercrafted Large Black magic | |||||||||
| Base | 40mm Round | Individual model | ||||||||
| Category | Rider Skirmisher | Species | Wraith | |||||||
| Keywords | Character Elite Named Faction leader Undead Leader | |||||||||
| Special rules | Devastator Wraith Legendary Heroic Fate Regeneration Heavy Push Resilience Adventurer Sorcery Shadow sorcery Strategist Subterfuge Symbol Corruption
+75.5pts Summon
+63pts | |||||||||
DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. 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. 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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.SorceryOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Shroud of mist Grants a temporary bonus of +1G to his squad. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Immobilization Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+. A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+. Inflict -1 to the skill roll if the target benefit from reductions to M penalties. Occult hand Unit target's defense reduced by -1. Shadow sorceryOnce 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:Veil of Shadows +2G or +1G to all allied and eligible squads inside one visible cover Walk in Shadows Move up to The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or react during this round.Spectral Scythe Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds. StrategistBefore 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 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. 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 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. Grant this special rule to an allied squad during the deployment. SubterfugeWhen 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.HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 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. 1D10 WoundsMultiply each wound inflicted by this weapon by the result of a 1D10.Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary 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. | ||||||||||
| Agramon Overlord dismounted | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 7 | 9+ | 6+ | 4 | 2+ | 34 | 11+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Magical Flail | 4 | -5 | -2 | 5 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Mastercrafted Super Heavy Black magic | 24" | -6 | -8 | 1 | ||||||
| Equipment | Complete plate armor, Magical Flail, Mastercrafted Super Heavy Black magic, Mastercrafted Large Black magic | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Wraith | |||||||
| Keywords | Character Elite Named Faction leader Undead Leader | |||||||||
| Special rules | Devastator Wraith Legendary Heroic Fate Regeneration Heavy Resilience Adventurer Sorcery Shadow sorcery Strategist Subterfuge Symbol Corruption
+75.5pts Summon
+63pts | |||||||||
DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. 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. 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. SymbolGrants a temporary bonus of +1B to up to the 5 eligible closest squads within 12''.RegenerationOnce per round, when this unit is activated during the Tactical phase, it may trigger its regeneration. In this case, roll 1d6 for each missing W in the unit; the unit regenerates 1W for each 6 rolled. Add this to the new total of remaining W in the unit.SorceryOnce a round when activated during the Tactical phase, choose one of these special rules, your character provides the following temporary bonus to his squad or himself until the end of the round:Shroud of mist Grants a temporary bonus of +1G to his squad. Eternal hate They can reroll failed melee attack rolls, when this unit is targeting an enemy unit with a better Condition. If the unit becomes Shaken, Destabilized, or Destroyed during a simultaneous exchange (such as a reaction to a shot or attacks made at the same Rk), the bonus cannot be used immediately. Immobilization Once a round when activated during the Tactical phase, it can target a visible enemy unit of less than 101pts and immobilize it until the end of its next activation on a skill roll of 4+. A unit worth more than 100Pts and less than 151Pts can be targeted with a skill roll of 5+. A unit worth more than 200Pts and less than 301Pts can be targeted with a skill roll of 6+. Inflict -1 to the skill roll if the target benefit from reductions to M penalties. Occult hand Unit target's defense reduced by -1. Shadow sorceryOnce 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:Veil of Shadows +2G or +1G to all allied and eligible squads inside one visible cover Walk in Shadows Move up to The caster and the unit cannot end their movement within 1'' of an enemy unit or overlapping terrain. Furthermore, they cannot be activated or react during this round.Spectral Scythe Until next activation, each time his squad inflicts wounds, roll 1d6. On a 5+, inflict an additional wound. Additional wounds can generate more wounds. StrategistBefore 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 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. 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 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. Grant this special rule to an allied squad during the deployment. SubterfugeWhen 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.HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 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. 1D10 WoundsMultiply each wound inflicted by this weapon by the result of a 1D10.Secondary weaponDuring its activation in the Shooting Phase, this unit may shoot with all of its secondary weapons in addition to one of its normal weapons.Determine the target of each weapon attack rolls before starting to roll the dice. If a target is killed while there are still attacks to be launched on it, those attacks are lost. If this unit shoots only with its secondary weapons, it remains eligible for the Melee Phase. This weapon ignore the Melee shooting modifier. When shooting with a secondary weapon, the unit is not required to reorient toward its target. OptionsIf an optional weapon replaces ranged weapons when selected, it does not replace secondary weapons unless it is itself a secondary weapon. And in this case it replace only the secondary weapons. One secondary weapon option can be selected in addition to a normal ranged weapon option. A maximum of one secondary 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. | ||||||||||
| Lord Valtheron on wyvern | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| The Half-Shade – Once a noble Eldrakar general, Valtheron was bound to Agramon by sorcery that left him half-spectral. Tormented and terrifying, he leads Shadowspire’s legions astride Nyxthalax, his shadow wyvern. With the Spear of Abyssal Winds, he strikes with spectral fury, feared as both marshal and omen of Shadowspire’s eternal dread. | ||||||||||
| M | G | T | W | Sv | B | Pts | Qt | |||
| 16" | 5 | 6+ | 5+ | 20 | 3+ | 33 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Magical Long Blade | 2 | -5 | -4 | -5 | 7 | ||||||
| Wyvern - Great Poisoned Claws | 3 | -2 | -5 | -6 | 4 | ||||||
| Wyvern - Great Poisoned Fangs | 5 | -2 | -6 | 2 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 12" | -4 | -5 | 1 | ||||||
| Equipment | Complete plate armor, Wyvern, Mastercrafted Magical Long Blade, Great Poisoned Claws, Great Poisoned Fangs, Black magic | |||||||||
| Base | 64mm Round | Individual model | ||||||||
| Category | Monster | Species | Wraith | |||||||
| Keywords | Character Elite Named Undead Leader | |||||||||
| Special rules | Devastator Wraith Heroic Fate Eternal hate Steadfast warrior Heavy Hunter Fly Swift Terror Resilience Adventurer Summon Inspiration | |||||||||
DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. 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. Eternal hateThey 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. 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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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 FlyCreatures that take to the skies fight on their own terms, beyond the reach of foot soldiers, striking where they please before swooping back into the fray.DeploymentAt deployment, or during delayed deployment, you may place a flying unit either on the battlefield or “in flight.” Units in flight are above the battlefield; place a directional token to indicate their position and orientation. This means they are not physically present on the ground. But they still need to perform an arrival roll. Token in flightThis token may be deployed and moved over any terrain element or unit. Use the center of the token when measuring distances to and from the unit. As long as the unit is represented by its token on the battlefield, place the miniatures outside the battlefield, with the same token (ideally using a color code) on their bases. Tactical phaseLandingDuring the Tactical phase, if a flying unit is currently in flight, it may land on the battlefield at any suitable location within M of its token and more than 1’’ away from an enemy unit. The unit must then make a simplified arrival roll; on 1–3 it is deployed but may only react, on 4+ it may be activated.TakeoffIf a flying unit is already on the battlefield, it may instead take flight and be removed from the table. Place the in-flight token within M of the center of the unit. If enemy units with a total value of at least half of its point cost are within 1’’, the unit must succeed on a skill roll of 4+ to take off. When a unit takes flight, any enemy unit within 1’’ may immediately make an Opportunity Attack against it.Movement phaseDuring the Movement phase, the token of units that were already in flight at the start of the round may be moved up to 2M. The token of other units may be moved up to M. Shot downFlying units that are Destabilized or Destroyed cannot take flight. If a flying unit becomes Destabilized or Destroyed while in flight, move the token 3d6’’ in the direction of its orientation. If the token ends on the base of a unit, that unit suffers 1 attack roll per model in the flying unit, with 0P and a S equal to the lowest T value of the flying unit. The flying unit must then be deployed as close as possible to its token, potentially within 1’’ of enemy units. Each model of the unit then suffers a Critical damage roll and cannot be activated during this round. Shooting phaseUnits in flight benefit from a +2G bonus. And are considered to be Height 30". It mean that their targets on the ground suffer a Defense reduced by -1 against their attack rolls. Flying units that have moved more than their M during this round (including the Tactical and Movement phases) suffer the Advance & Fire penalty. Their shooting attacks ignore the bonuses of Light and Basic Covers with the Stone element. However, the bonus of Light and Basic Covers with the Wood element is doubled against their attacks. If the defender has two defense values (two G values in the case of a hit roll, or two T values in the case of a wound roll), choose the lower of the two. Melee phaseDuring the Melee phase, units in flight cannot target and be targeted by units on the ground. During the Melee phase, flying units in flight may attack any enemy flying unit in flight within M. Resolve attacks in order of rank and take turns designating targets, starting with the first player. Every stable and shaken unit is considered charging. When they are on the battlefield, their melee attacks ignore the bonuses of Basic Covers. EvadeSome warriors rely on agility rather than steel, slipping past blades and spears until their reflexes finally give out. A unit that has not yet attacked in Melee or Shot this round may choose to refuse combat and attempt to evade attacks. If it does so, it may not attack in Melee this round. The evading unit must make a Superiority Roll [M] against each enemy unit that attempts to attack it, one after another in the order chosen by the attacker. Each time the roll succeeds, the attacking unit loses its opportunity to attack and is no longer eligible to act in the Melee phase. Each time the roll succeeds, the next attacking unit against the same target gains a cumulative +1d6 bonus to its Superiority Roll [M] against that evading unit this round. Once the evading unit fails a Superiority Roll [M] during this round, it automatically fails all further evading attempts during this round and may be attacked normally. TerrainFlying units ignore area bonuses and penalties. They can also pass through all terrain features, friendly and enemy units without penalty. While in flight, this unit receives no terrain bonuses. Lines of sight between it and other units are not blocked by covers or blockers. This unit may be deployed into a cover when landing, provided all other deployment conditions are met. CharactersCharacters without this special rule cannot join a squad that has it. SwiftWhen this unit is activated andmoves or charges , it get +1G against shoots until the end of the round.TerrorThe rout rolls caused by their attacks and shots have a -3B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rules Fearsome and Scary. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. 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. 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. 1D6 WoundsMultiply each wound inflicted by this weapon by the result of a 1D6.PoisonEach 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 MetalUnits 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. 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. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3. | ||||||||||
| Lord Valtheron | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| M | G | T | W | Sv | B | Pts | Qt | |||
| 6" | 6 | 8+ | 6+ | 4 | 2+ | 33 | 10+ | |||||
| Pts | ||||||||||
| Melee weapons | Rk | P | S | A | ||||||
| Mastercrafted Magical Long Blade | 2 | -5 | -4 | 7 | ||||||
| Ranged weapons | Rg | P | S | A | ||||||
| Black magic | 12" | -4 | -5 | 1 | ||||||
| Equipment | Complete plate armor, Mastercrafted Magical Long Blade, Black magic | |||||||||
| Base | 25mm Round | Individual model | ||||||||
| Category | Infantryman Skirmisher | Species | Wraith | |||||||
| Keywords | Character Elite Named Undead Leader | |||||||||
| Special rules | Scary Devastator Wraith Heroic Fate Eternal hate Steadfast warrior Heavy Resilience Adventurer Summon Inspiration | |||||||||
ScaryThe rout rolls caused by their attacks and shots have a -2B bonus.Units that benefit from this rule are immune to its effects, and the effects of the special rule Fearsome. The effects of these special rules: Legendary, Terror, Scary, and Fearsome do not stack. If your unit has several of these rules, choose the one that provides the best bonus. DevastatorThe 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.WraithEach model in the unit must make a Critical Damage Roll when moving over an water area.Unliving They are immune to all rules involving poison or disease. They can never benefit from the Exalted rule. Furthermore, they may remain on the battlefield and continue the battle after their army has failed a panic roll, if their player so chooses. 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. 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. Eternal hateThey 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. 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. 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. HeavySlowdowns due to terrain zones are increased by 1 for this unit.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. 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. 1D3 WoundsMultiply each wound inflicted by this weapon by the result of a 1D3. | ||||||||||





